

Special Guest: Fiona Staples
Special Guest: Fiona Staples is a .Secret LairSpecial Magic cards sold by Wizards of the Coast on their own online store for a short time. Most are cards that already exist, given new art by a well-known artist or another franchise. A Secret Lair copy of a card plays exactly like any other copy of it.Open the full glossaryDropOne Secret Lair product: a few cards sold together, usually 4 to 6, often with a foil and a non-foil version. Wizards calls each one a drop.Open the full glossary
Released 5 cards
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We do not sell anything and we are not paid for this. Secret Lair is sold by Wizards of the Coast.
Every card in this drop
Click a card for the card itself, the decks that play it and, once you are signed in, whether you already own a copy. To mark every card here at once, press Show what I own. A foil is the shiny version of a card. Secret Lair sells it as a separate Foil Edition of the same drop.
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- Card Kingdom $2.49
- Cardmarket €2.63 foil €3.03
- Mana Pool $2.06 foil $2.19
- TCGplayer $2.24 foil $2.36
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- Card Kingdom $59.99 foil $47.99
- Cardmarket €33.02 foil €38.66
- Mana Pool $36.47 foil $39.65
- TCGplayer $37.00 foil $39.43
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- Card Kingdom $15.99 foil $14.99
- Cardmarket €13.18 foil €11.48
- Mana Pool $8.88 foil $11.77
- TCGplayer $11.43 foil $11.41
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- Card Kingdom $1.49 foil $1.79
- Cardmarket €2.30 foil €3.89
- Mana Pool $1.86 foil $1.25
- TCGplayer $1.70 foil $1.77
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- Card Kingdom $22.99
- Cardmarket €13.58 foil €16.65
- Mana Pool $19.08 foil $21.51
- TCGplayer $16.30 foil $18.08
The Store Price Against Buying the Cards One at a Time
The single-card total is each card's price at TCGplayer on , in US dollars. A total only shows when every card in the drop has a price.
| Drop | Version | Store Price | Cards One at a Time | Cheaper |
|---|---|---|---|---|
| Special Guest: Fiona Staples | Foil | Price when it launched: $39.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $73.05 | The store, by $33.06 |
| Special Guest: Fiona Staples | Non-foil | Price when it launched: $29.99, from a saved copy of the Secret Lair store page (Wayback Machine). | $68.67 | The store, by $38.68 |
Rulings for the Cards on This Page
explain how a card works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
18 rulings for 4 cards
Dryad of the Ilysian Grove
Dryad of the Ilysian Grove’s first ability is cumulative if you control more than one. It’s also cumulative with other effects that let you play additional lands, such as the one from Escape to the Wilds.
Each land you control will have the land types Plains, Island, Swamp, Mountain, and Forest. They’ll also have the mana ability of each basic land type (for example, Forests have “{T}: Add {G}.”). They’ll still have their other subtypes and abilities.
Giving a land additional basic land types doesn’t change its name or whether it’s legendary or basic.
Metallic Mimic
Even though Metallic Mimic is a Shapeshifter, other Shapeshifter creatures you control won't get a +1/+1 counter unless you chose Shapeshifter as Metallic Mimic entered the battlefield. If you do, that creature must be entering the battlefield as a Shapeshifter to get a +1/+1 counter. It won't get a +1/+1 counter if it enters the battlefield as a copy of a non-Shapeshifter creature.
The choice of creature type is made as Metallic Mimic enters the battlefield. Players can't respond to this choice. Metallic Mimic's second ability starts applying immediately.
You must choose an existing creature type. "Artifact" and "Vehicle" aren't creature types.
Creatures of the chosen type that enter the battlefield at the same time as Metallic Mimic won't enter with an additional +1/+1 counter.
Soul-Scar Mage
If a spell or ability an opponent controls causes a source you control to deal noncombat damage to a creature an opponent controls, that damage will be replaced with -1/-1 counters.
If an effect causes a creature you control to fight a creature an opponent controls, the damage is dealt simultaneously. For instance, if your 2/2 creature fights an opponent’s 4/4 creature, your creature will be dealt 4 damage and your opponent’s creature will have two -1/-1 counters put on it.
If multiple prevention and/or replacement effects are trying to apply to the same damage, the controller of the creature that would be dealt damage chooses the order in which to apply them. As examples, an opponent could choose to apply the effect of Djeru’s Resolve and prevent the damage rather than put -1/-1 counters on it; or an opponent could choose to convert the damage to -1/-1 counters before Insult could double it, and then Insult’s effect won’t apply anymore.
Soul-Scar Mage’s effect isn’t a prevention effect. Damage that can’t be prevented will be replaced with -1/-1 counters.
Spell Queller
If Spell Queller leaves the battlefield before its “enters” ability resolves, its leaves-the-battlefield triggered ability triggers, resolves, and does nothing. Then its first triggered ability resolves and exiles the spell forever.
If the exiled card’s owner casts it, the spell has no relation to the spell that player originally cast. Any choices made for the original spell or effects affecting the original spell aren’t carried over to the new one.
If the player casts the exiled card, they do so as part of the resolution of Spell Queller’s last ability. The player can’t wait to cast it later in the turn. Timing permissions based on the card’s type are ignored, but other restrictions (such as “Cast [this card] only during combat”) are not.
Spells that can’t be countered can be exiled by Spell Queller’s ability. They won’t resolve.
If a player casts a card “without paying its mana cost,” they can’t choose to cast it for any alternative costs, such as emerge costs. The player can, however, pay additional costs, such as escalate costs. If the card has any mandatory additional costs, those must be paid to cast the card.
If the card has {X} in its mana cost, the player must choose 0 as the value of X when casting it without paying its mana cost.
For spells with {X} in their mana costs, use the value chosen for X to determine if the spell’s mana value is 4 or less.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
More from this theme
From the same superdrop
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